SOCI 1002 Lecture Notes - Lecture 10: Ice Bucket Challenge, Michel Foucault, Film Noir

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Sociology of the Internet crime in the Media
An alternative history of Microsoft
- Digital divide: “a divide between those who work in and live comfortably with e-life and
those who don’t” (O’Brien and Szeman 2014, p. 337)
Google’s monopoly
“it is crucial to remember that the information we access is refracted through a social and
cultural mechanism that inevitably pushes some sites and ideas to the forefront while
burying others on page 2 of the search results and beyond” (O’Brien and Szeman 2014,
p.332).
Hashtag Activism
Arab Spring, 2010
2014:
Ferguson, Missouri #HandsUpDontShoot
The “Ice Bucket Challenge”
#YesAllWomen
2017/2018
#metoo, #TimesUp
Slacktivism
“feel-good online activism that has zero political or social impact” - Evgeny Morozo,
2009
Neoliberalism & the gamification of everything
Gamification= using the logic and mechanics of gaming in other, non-gaming contexts
Examples: health, mental health, love life, work productivity
Part II: Crime in Popular Culture
Post-structuralism & understanding crime
Michel Foucault
Discursive knowledge
Knowledge/power
Surveillance & the panopticon
How do film and television produce knowledge about:
Crime?
Criminals?
Policing?
Law & order?
- Knowledge about crime, criminals, police, and the justice system is discursively
produced. Analysis to follow draws on theorizing by Michel Foucault.
How do film and television produce knowledge about:
Crime?
Criminals?
Policing?
Law & order?
- Knowledge about crime, criminals, police, and the justice system is discursively
produced. Analysis to follow draws on theorizing by Michel Foucault
Crime in film
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Document Summary

Sociology of the internet crime in the media. Digital divide: a divide between those who work in and live comfortably with e-life and those who don"t (o"brien and szeman 2014, p. 337) Feel-good online activism that has zero political or social impact - evgeny morozo, Gamification= using the logic and mechanics of gaming in other, non-gaming contexts. Examples: health, mental health, love life, work productivity. Knowledge about crime, criminals, police, and the justice system is discursively produced. Analysis to follow draws on theorizing by michel foucault. Law & order: the criminal justice system as protagonist, crime understood through voices of police & public prosecutors, knowing crime= is possible through the effective use of two separate but equally important groups police and legal systems. C. s. i: crime scene investigation: crime understood through forensic gaze following material clues, science= objective and definitive, the c. s. i effect, knowing crime= is possible through the use of objective, scientific means.

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